<div class="refentry"><a id="glCompileShader"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glCompileShader — compile a shader object</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table class="funcprototype-table" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glCompileShader</strong>(</code></td><td>GLuint <var class="pdparam">shader</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl class="variablelist"><dt><span class="term"><em class="parameter"><code>shader</code></em></span></dt><dd><p>Specifies the shader object to be
		    compiled.</p></dd></dl></div></div><div class="refsect1"><a id="description"></a><h2>Description</h2><p>For implementations that support a shader compiler,
	<code class="function">glCompileShader</code> compiles the source
	code strings that have been stored in the shader object
	specified by <em class="parameter"><code>shader</code></em>.</p><p>The compilation status will be stored as part of the
	shader object's state. This value will be set to
	<code class="constant">GL_TRUE</code> if the shader was compiled without
	errors and is ready for use, and <code class="constant">GL_FALSE</code>
	otherwise. It can be queried by calling
	<a class="citerefentry" href="glGetShaderiv"><span class="citerefentry"><span class="refentrytitle">glGetShaderiv</span></span></a>
	with arguments <em class="parameter"><code>shader</code></em> and
	<code class="constant">GL_COMPILE_STATUS</code>.</p><p>Compilation of a shader can fail for a number of reasons
	as specified by the <span class="emphasis"><em>OpenGL ES Shading Language Specification</em></span>.
	Whether or not the compilation was successful, information about
	the compilation can be obtained from the shader object's
	information log by calling
	<a class="citerefentry" href="glGetShaderInfoLog"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>.</p></div><div class="refsect1"><a id="notes"></a><h2>Notes</h2><p>Shader compiler support is optional, and thus must be queried
	before use by calling <a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
	with argument <code class="constant">GL_SHADER_COMPILER</code>. <a class="citerefentry" href="glShaderSource"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>,
	<code class="function">glCompileShader</code>, <a class="citerefentry" href="glGetShaderPrecisionFormat"><span class="citerefentry"><span class="refentrytitle">glGetShaderPrecisionFormat</span></span></a>, and
	<a class="citerefentry" href="glReleaseShaderCompiler"><span class="citerefentry"><span class="refentrytitle">glReleaseShaderCompiler</span></span></a> will
	each generate <code class="constant">GL_INVALID_OPERATION</code> on implementations
	that do not support a shader compiler. Such implementations instead offer the
	<a class="citerefentry" href="glShaderBinary"><span class="citerefentry"><span class="refentrytitle">glShaderBinary</span></span></a>
	alternative for supplying a pre-compiled shader binary.</p></div><div class="refsect1"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
	a shader compiler is not supported.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if
	<em class="parameter"><code>shader</code></em> is not a value generated by
	OpenGL.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
	<em class="parameter"><code>shader</code></em> is not a shader object.</p></div><div class="refsect1"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGet"><span class="citerefentry"><span class="refentrytitle">glGet</span></span></a>
	with argument <code class="constant">GL_SHADER_COMPILER</code></p><p><a class="citerefentry" href="glGetShaderInfoLog"><span class="citerefentry"><span class="refentrytitle">glGetShaderInfoLog</span></span></a>
	with argument <em class="parameter"><code>shader</code></em></p><p><a class="citerefentry" href="glGetShaderiv"><span class="citerefentry"><span class="refentrytitle">glGetShaderiv</span></span></a>
	with arguments <em class="parameter"><code>shader</code></em> and
	<code class="constant">GL_COMPILE_STATUS</code></p><p><a class="citerefentry" href="glIsShader"><span class="citerefentry"><span class="refentrytitle">glIsShader</span></span></a></p></div>
        {$pipelinestall}{$examples}
        <div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glCreateShader"><span class="citerefentry"><span class="refentrytitle">glCreateShader</span></span></a>,
	<a class="citerefentry" href="glLinkProgram"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
	<a class="citerefentry" href="glReleaseShaderCompiler"><span class="citerefentry"><span class="refentrytitle">glReleaseShaderCompiler</span></span></a>,
	<a class="citerefentry" href="glShaderSource"><span class="citerefentry"><span class="refentrytitle">glShaderSource</span></span></a>,
	<a class="citerefentry" href="glGetShaderPrecisionFormat"><span class="citerefentry"><span class="refentrytitle">glGetShaderPrecisionFormat</span></span></a></p></div><div class="refsect1"><div id="Copyright"><h2>Copyright</h2><p>
            Copyright © 2003-2005 3Dlabs Inc. Ltd.
            This material may be distributed subject to the terms and conditions set forth in
            the Open Publication License, v 1.0, 8 June 1999.
            <a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p></div></div></div>
